Lese-Ansicht

See You Space Cowboy with Gabe Barrett and Jamey Stegmaier

Today’s show is the final episode of the BGDL podcast for the foreseeable future. 

Jamey Stegmaier, the show’s very first guest, joins me, and we talk through the past, present, and future of the BGDL, and I talk a lot about what’s next for me. 

I tell lots of stories, get a bit emotional, and talk about things I hope other designers can learn from. But more than anything, I hope you know how much I appreciate you and the BGDL community.​​

Thanks for listening!

Also, if you’d like to check out the new YouTube channel I’m launching in August, you can find it and subscribe HERE.

And one final time, good luck with everything you’ve got going on right now.​​

The post See You Space Cowboy with Gabe Barrett and Jamey Stegmaier appeared first on Board Game Design Lab.

💾

  •  

(Celebrating 300 Episodes!) The Design Journey of Alan Moon

I’m celebrating the podcast’s 300th episode by chatting with Alan Moon, the designer of Ticket to Ride.

We go through his long career in the gaming industry, discuss the genesis of Ticket to Ride, chat about playtesting and pitching, and more!

The post (Celebrating 300 Episodes!) The Design Journey of Alan Moon appeared first on Board Game Design Lab.

💾

  •  

Our Best Game Design Advice with Peter C. Hayward

Peter C. Hayward, from Jellybean Games, is back, and we’re talking through our absolute best tips and advice for game designers.

We split the conversation into two parts: new designers and experienced designers. And we talk through our own successes and failures.

And be sure to check out Peter’s latest game, Sunshine City, which you can download for free HERE!

The post Our Best Game Design Advice with Peter C. Hayward appeared first on Board Game Design Lab.

💾

  •  

Designing Games with Your Kids with Patrick McNeil

Patrick Mcneil, from McMeeple Games, discusses what it’s like to design games with his children.

Patrick has been creating games with his kids for years and has gotten many of the designs to the point of being fully published games. We talk about being intentional, setting the right expectations, overcoming negative feedback, and more.

The post Designing Games with Your Kids with Patrick McNeil appeared first on Board Game Design Lab.

💾

  •  

Designing Games Based on Real-Life Systems with Ben Rosset

Ben Rosset, designer of The Search for Planet X, talks about how to design games based on real-life systems and processes.

Ben has designed games based on aging cheese, brewing beer, finding planets, manufacturing board games, and many other themes that happen in the real world, so we have quite a bit to chat about.

The post Designing Games Based on Real-Life Systems with Ben Rosset appeared first on Board Game Design Lab.

💾

  •  

How to Design Take That Games with Steph and Jess Nguyen

Jess and Steph Nguyen, from Hot Potatoz, talk about how to design take that games.

We talk about finding a good balance of fun, game length, and hurt feelings. And we get into finding the right audience, playtesting, and more.

The post How to Design Take That Games with Steph and Jess Nguyen appeared first on Board Game Design Lab.

💾

  •  

[BGDL Community Spotlight] How to Design Drafting Games with Jesse Stacy

Jesse Stacy, from Triceratops Games, discusses how to design drafting games. Jesse has been working on a drafting style game for a while, and we dive into the different types, how to keep a game moving, stacking other mechanisms, and more.

The post [BGDL Community Spotlight] How to Design Drafting Games with Jesse Stacy appeared first on Board Game Design Lab.

💾

  •  

How to Get the Most out of Your Crowdfunding Campaign with Andrew Lowen and Sean Bradford

Andrew Lowen and Sean Bradford, from Next Level Web, talk about how to get the most out of your crowdfunding campaign.

We spend most of the time talking about different aspects of marketing and break down examples from our own campaigns of what worked and what didn’t.

The post How to Get the Most out of Your Crowdfunding Campaign with Andrew Lowen and Sean Bradford appeared first on Board Game Design Lab.

💾

  •  

Designing Open World Games with Ryan Laukat

Ryan Laukat, designer of Sleeping Gods, talks about designing open world games.

Sleeping Gods is a phenomenal example of how a board game can pull off the open world experience, and we do a deep dive into basically every aspect of its design. I’ve also been working on an open world game of my own over the last couple years, so we get into the ways we overcame similar issues.

The post Designing Open World Games with Ryan Laukat appeared first on Board Game Design Lab.

💾

  •  

How to Design Asymmetrical Games with Stephen Schwartz and Floyd Lu

Stephen Schwartz and Floyd Lu, designers of Slash and Spells, talk about designing asymmetrical games.

We talk about creating interesting differences, balancing factions, the challenges of playtesting these kinds of games, and more.

And be sure to check out Stephen and Floyd’s game on Kickstarter HERE!

The post How to Design Asymmetrical Games with Stephen Schwartz and Floyd Lu appeared first on Board Game Design Lab.

💾

  •  

How to Design Route Building Games with Ted Alspach

Ted Alspach, designer of Maglev Metro and several other route building games, talks about what makes these games special.

We talk about themes that mesh well with the mechanism, end conditions, keeping players interested, and more.

The post How to Design Route Building Games with Ted Alspach appeared first on Board Game Design Lab.

💾

  •  

[BGDL Community Spotlight] Print-on-Demand Publishing with Arthur Franz

Arthur Franz, founder of Uplink Underground Games, discusses what it looks like to run a publishing company that’s based on print-on-demand manufacturing.

We talk about pros and cons, pricing challenges, community building, and more.

The post [BGDL Community Spotlight] Print-on-Demand Publishing with Arthur Franz appeared first on Board Game Design Lab.

💾

  •  

The Design Process of Phil Walker-Harding

Phil Walker-Harding, designer of Sushi Go, Barenpark, Imhotep, Gizmos, and several other great games, takes us behind the scenes of his personal design process.

We talk about coming up with ideas, honing big ideas into super fun games, knowing when to walk away from a design, pitching to publishers, and more.

The post The Design Process of Phil Walker-Harding appeared first on Board Game Design Lab.

💾

  •  

How to Multiply Your Time with Carla Kopp

Carla Kopp, from Weird Giraffe Games, discusses how to multiply your time and get more done.

Carla runs multiple companies while also designing games and creating solo modes for other designers’ games, so she’s had to figure out how to create more hours in the day. We talk about time management, scheduling, and all sorts of other things.

The post How to Multiply Your Time with Carla Kopp appeared first on Board Game Design Lab.

💾

  •  
❌